private void OnTriggerEnter2D(Collider2D col) { // detect collision between torpedo and any enemy if (GameMechanics.CheckColliderAgainstAllEnemyTags(col)) { ExplosionDamage(transform.position, .7f, col); BlowUp(); } }
private void OnTriggerEnter2D(Collider2D col) { // detect collision between torpedo and enemy ship if (GameMechanics.CheckColliderAgainstAllEnemyTags(col)) { col.SendMessage("TakeDamage", Rules.GetConcussionMissileDamage()); BlowUp(); } }
void ExplosionDamage(Vector3 center, float radius, Collider2D col) { // get all colliders in range of explosion Collider2D[] hitColliders = Physics2D.OverlapCircleAll(center, radius); int i = 0; while (i < hitColliders.Length) { // send message to owner of collider to take damage if (GameMechanics.CheckColliderAgainstAllEnemyTags(hitColliders[i])) { hitColliders[i].SendMessage("TakeDamage", Rules.GetTorpedoDamage()); } i++; } }